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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Set your own tempo
Experience a whole new class of grav-lev transport. Using bleeding-edge Xi’an grav-lev tech and traditional design principles
dating back millennia, the Pulse offers an unprecedented marriage of blinding top speed and ultra-precise handling.
In the heart of combat or the final heat of a race, the Pulse lets you set your own tempo.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.MIRAI PULSE
PURE COMBAT PERFORMANCE
The base model exemplifies pure combat performance. Factory equipped with a nose-mounted Size 2 laser repeater,
taking on hostiles head-on has never been this exhilarating. Jousting, hit-and-run, or bank-and-flank attack maneuvers
are easier than ever before.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.MIRAI PULSE LX
UNMATCHED SPEED & HANDLING
An unmatched union of blazing speed and precision handling gives the operator total control over their Pulse.
With an auxiliary maneuvering thruster, the LX model gains a divisive edge on the track, giving it the ability to
outrun, outmaneuver, and flat-out dominate the competition.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PULSE & PULSE LX
SET YOUR OWN TEMPO
PULSE
Warbond Standalone pledges come with Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
PULSE LX
Warbond Standalone pledges come with Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
SHIP PACKS
Warbond Ship Pack pledges come with Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
PAINTS
Customize your new Pulse with any of these paints.
Visit robertsspaceindustries.com/comm-link for details.
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MIRAI
The Pulse represents an unmatched union of blazing speed and precision handling! We asked the Vehicle and Gameplay teams a few questions about Mirai's new lightning-fast bike. Here are the answers, straight from the devs themselves.
Whether you desire an advantage on the racetrack or the edge in ground combat, Mirai has you covered with this truly next-gen bike.
How does the Mirai Pulse compare to other small ground vehicles, like the Aopoa Nox or Drake Dragonfly?
The Pulse is the smallest vehicle we've released to date, which allows it to fit inside smaller ships or areas that other bikes may not. And, as it’s made by Mirai: the Pulse has a focus on performance, offering an intense flight experience!
The base variant also features a bespoke laser Gatling, which is the first weapon of its type in Star Citizen.
What's the difference between the Pulse and Pulse LX?
The LX is an all-out racer, ditching the base variant’s bespoke weapon for an air intake and two additional rear thrusters to further enhance its flight performance.
Which ships does the Pulse currently fit in?
Being only slightly longer than 2 SCUs of cargo, the Pulse should fit in a large majority of our vehicles that can carry cargo!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What is the Pulse’s top speed?
Currently, 208 m/s for the base Pulse and 220 m/s for the Pulse LX.
Mirai is known for its connections with the Xi’an. Other than grav-lev, does the Pulse use Xi’an technology?
Torral Aggregate (Aoō’nu se T.or’al) manufactures the Pulse’s laser Gatling gun. This Xi'an company has a history of weapons production under the auspice of the Emperor that dates back thousands of years.
While riding a Pulse, can I be dropped from the atmosphere and land smoothly on the surface?
If the hover-height setting is appropriately raised by the pilot, yes!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What weapons does the Pulse have?
Only the base variant has a weapon – a gimballed Size 2 laser Gatling gun, which is the first Size 2 weapon on a bike.
Can I replace the Gatling with any other ship weapons?
No, the S2 Gatling is bespoke and cannot be changed.
How rapidly does the Gatling gun fire?
Currently, it fires at a comparable rate to other small Gatling weapons in the game.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Can I store weapons or items on the Pulse?
The Pulse features a small personal storage space, but there is no weapon rack.
Does the Pulse have landing gear?
It does not feature a landing-gear system. Instead, it retains a lower level of static hovering when powered off, much like the Nox.
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Die neue PC Games 06/24 ist da! Mit großer Coverstory zum Early-Access-Hit Manor Lords und Top-Vollversion Fallout 4! Außerdem: Previews zu Senuas Saga: Hellblade 2, Frostpunk 2, Kingdom Come: Deliverance 2, Report zu Star Citizen u. v. m.
PC Games 06/24: Fallout 4 gratis im Heft + große Coverstory zu Manor LordsDie neue PC Games 06/24 ist da! Mit Coverstory zu Manor Lords, Top-Vollversion Fallout 4, Previews zu Hellblade 2, Kingdom Come 2 u. v. m.www.pcgames.de -
INSIDE STAR CITIZEN
My, what large teeth you have! Tune in for a "safe" up close and personal introduction of the first two untamed wildlife species making their way into the 'verse in Alpha 3.23
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Squadron 42 Monthly Report
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 05:01:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to April’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI behaviors, ship combat, and easter eggs.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
April saw the AI Content team enhancing the dialogue experience, introducing four dynamic conversations into chapter one to showcase chapter-specific content more effectively. They also addressed a critical issue where players could observe NPCs despawning after following them - NPCs now engage with the environment meaningfully until the player exits the area.
The team then implemented input variables to enhance flexibility in player-AI interactions, allowing for tailored reactions, such as a formal greeting followed by task-related dialogue, a concise ‘busy’ response, or no dialogue at all. This expanded functionality proved invaluable for addressing the campaign’s diverse narrative scenarios.
Overall NPC behaviors were refined too, with the team resolving a bug causing NPC guards to gradually shift leftward each time they saluted the player. This was caused by a locator malfunction.
The team also rectified an issue where the ‘supervisor’ NPC was inconsistently present on the Stanton’s bridge across the day-night cycle.
For combat mechanics, AI Content utilized new mo-cap to refine how players interact with the Gladius. Alongside this, various tasks and bug fixes were completed to improve the overall player experience.
AI (Features)
Last month, the AI Features team made updates and bug fixes to AI combat for the Persistent Universe. Once Alpha 3.23 launches, these improvements will be brought into SQ42 to further enhance the flight and combat experience.
AI (Tech)
AI Tech began supporting usables reacting to Maelstrom physics. As part of this, the usable will react to the destroyed object and enable or disable specific functionalities. For example, if an engineer inspects a broken wing of the Gladius, they will notice the damage and perform an appropriate interaction. For cover, the system will react to the object’s destruction and notify NPCs that might be already using the cover.
Animation
The Animation team worked on numerous space-centered movements throughout April, including zero-g and prone movement in gravity. They also worked on first-person animations for turrets, interacting with fire extinguishers, MedPens, and more.
The team then continued working on player weapon reloading and malfunctions as well as burning down AI combat animations, including reloads and hit reactions. Hit reactions were also shot for a new enemy class.
The team is currently closing out several background and life elements across various locations, such as the Idris. They also supported Cinematics with mo-cap shoots for the opening of the campaign.
The Facial Animation team continued to develop assets for the cast characters and player. On the mo-cap side, the team supported mo-cap sessions needed to complete specific levels.
Gameplay Story
April saw the Gameplay Story team focusing on chapter one. As part of this, they continued bug fixing and polishing, with their involvement on the chapter tapering off as it nears completion.
In addition to this, the team continued to implement and improve scenes across other chapters, with April’s work mostly dealing with chapter five. For example, they overhauled a scene in an elevator with new mo-cap and encouragement lines.
“It was great to see all these elements working together with great timing in-game.” Gameplay Story Team
Also for chapter five, a scene on a tram platform received new mo-cap to improve how a key character reacts to the player.
Narrative
Throughout April, Narrative progressed with tasks started in previous months alongside reexamining remaining work to make sure that everything is covered and tracked.
The team continued generating environmental chatter that will be sprinkled throughout the story to provide additional backstory and insights into the social dynamics of the crew.
Additionally, Narrative worked closely with Core Gameplay to implement the Galactapedia, testing out the layout, content, and triggering of various entries. This is being trialed on a sample level to establish a standardized process before being applied across the game.
The team continued to review text used for mission objectives, as well as the on-screen tutorials based on Level Design’s latest updates to the game flow, to ensure players have a clear understanding of what’s needed from them. This will be an ongoing endeavor as levels are solidified and tested.
Work also continued with several external vendors to generate collectible content that will be found throughout the game.
“While we can’t get into the specifics to avoid spoilers, this additional content should provide really fun easter eggs for players to track down.” Narrative Team
Finally, Narrative kicked off an initiative across several teams to better test and validate their voice packs. While versions of this have existed for some time, the aim is for it to feature a gameplay-centric interface that will allow the Narrative, Audio, and Design teams to modify the combat experience through debug triggers that can help satisfy conditions to trigger lines.
Tech Animation
The Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 80 heads.
Many devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.
“This has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.” Tech Animation Team
Additionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.
They’re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.
Tech Design
Last month, Tech Design began moving the recent Ship AI changes from the PU into SQ42. They also set up new ammo crate entities, provided miscellaneous tech support, and fixed several bugs.
UI
In April, the UI team focused on the opening level of the game, creating several motion-graphic videos of boot-up sequences for when the player uses tech for the first time. These are used to work out the timings of animated sequences so, once they're signed off, they can easily be recreated in-engine.
The team also worked on the UI for one of the alien races.
VFX
Last month, the VFX team worked on holographic shader improvements, including extending the feature set so that it can be more widely used by the Art and Design teams.
As usual, general support for Art, Cinematics, and Design continued, including positive steps for destruction workflows.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: April 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Subscriber Promotions
Alpha 3.23 is almost here! Alongside loads of new content, including wildlife, the Character Creator, and Master Modes, the ‘verse will soon be littered with all-new Distribution Centers. To help you explore these vast new planetary locations, we’re giving all subscribers access to Origin’s littlest racer, the X1 hoverbike. Alongside the X1, Imperator subs can tour the depths of Stanton in absolute luxury in the 400i.
This month’s Flair is a selection of small arms with matching blue and gold liveries to keep you alive wherever you roam.
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If you would like to receive this flair as part of a subscription, you can subscribe before May 13, 2024 (20:00 UTC).If you subscribe after May 13, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-exclusive store.
VEHICLE OF THE MONTH
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
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MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch
Store. Centurion Subscribers receive a 10% off discount, while Imperator
Subscribers receive 15% off. Take advantage of this perk and peruse the
selection of available merchandise including jackets, hoodies, shirts, mugs,
hats, mousepads, posters, stickers, and more. Check out the now.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the
Subscriber Store. You can fill in any gaps, pick up store-only items, or
grab extras to gift to non-Subscribers from the My Hangar section of your
RSI profile.
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Happy Monday, everyone!
Once again, we want to thank everyone for participating in the 3.23 PTU. We say it each and every week, but we can't understate how appreciative we are for your assistance! The feedback and Issue Council reporting from all of you has been invaluable in preparing for a live release, which we're currently aiming for early this week. We're very excited to get this update into your hands, and intend to carry the momentum we've established into the rest of the patch cycle.
Also upcoming, Invictus Launch Week approaches! Mark your calendars, as the UEEN is making their way to the Stanton system on May 17, and the vehicle manufacturers of the 'verse have a few surprises in store. Stop by the convention center in Area18 on ArcCorp to see the latest military and support vessels on display, and be sure to stop and take a tour of the Aegis Idris! More details can be found on our Save the Date Comm-Link on our website.
Now, let's see what's going on this week:
Tuesday has our monthly subscriber updates are coming to you via Comm-Link and newsletter.
Wednesday we'll be publishing last week's Squadron 42 Monthly Report as a Comm-Link.
Thursday's Inside Star Citizen takes a closer look at the first fauna to enter the persistent universe. Tune in for a creature feature on the Kopion and Marok!
On Friday, we won't have an episode of Star Citizen Live, as the team is headed to Belgium for the community-run BE@con event! You'll also find our weekly RSI Newsletter directly delivered to your inbox.
For Light and Life!
The Weekly Community Content Schedule
MONDAY, MAY 6, 2024
- This Week in Star Citizen
TUESDAY, MAY 7, 2024
- May Subscriber Comm-Link
- May Subscriber Newsletter
WEDNESDAY, MAY 8, 2024
- Squadron 42 Monthly Report - April 2024
THURSDAY, MAY 9, 2024
- Inside Star Citizen (youtube.com/RobertsSpaceInd)
FRIDAY, MAY 10, 2024
- RSI Weekly Newsletter
- Jump Point April 2024 Issue for Subscribers
COMMUNITY MVP: May 6, 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Firefly Inspired Intro
by Wicked-Wookie
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Wicked-Wookie flew their Carrack like a leaf on the wind and put together an amazing (and hilarious) Firefly-style TV intro in Star Citizen.
Watch the full video on the Community Hub.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The New 3.23 Fauna - Karolinger
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Gladius Wallpaper Set - Taavi_Spectre
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Distribution Center // The Light - Captain-Wazo
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Mule - MrKraken
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STAR CITIZEN LIVE
Got questions about the upcoming Alpha 3.23 release? Join us today as members of our Development Leadership Team provide insights and answers to all things Alpha 3.23 and more.
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Star-Citizen-Experte Knebel wirft einen Blick auch die Neuerungen der kommenden Alpha-Version 3.23, die bereits auf den Testservern spielbar ist und in Kürze auch für alle Unterstützer des Weltraum-Projekts verfügbar sein sollte. - Deutsche Fan-Übersetzung für Star Citizen Alpha runterladen Vor ein paar Wochen hat Star Citizen unter anderem mit Meldungen über den Release von Version 1.0 für Schlagzeilen gesorgt. Nach vielen Jahren des Wartens gab es also ein neues Licht am Ende des Tunnels. Wird auch allerhöchste Zeit, werden die meisten vielleicht denken. Die Einzelspieler Kampagne Squadron 42 ist inzwischen immerhin “Feature Complete” und ein großer Teil der Entwicklungsressourcen steht vermeintlich für das MMO zur Verfügung. Der “1.0-Release” wird inzwischen tatsächlich ganz offiziell angepeilt. Es soll im Laufe des Jahres und zur CitizenCon im Oktober 2024 eine Roadmap dazu geben. Wie nah wir an Star Citizen 1.0 nun aber wirklich dran sind und was diese Version eigentlich alles beinhalten wird - und vor allem was noch nicht - darüber können wir aktuell nur spekulieren. Wesentlich konkreter ist dagegen das nächste große Update für die Alpha von Star Citizen. Die Entwickler beschreiben die Alpha 3.23 als “größten Patch seit 6 Jahren”. Also schauen wir uns mal an, was uns da an Neuerungen erwartet. Star Citizen - Das sind die nächsten Schritte auf dem Weg zu Version 1.0!Star-Citizen-Experte Knebel wirft einen Blick auch die Neuerungen der kommenden Alpha-Version 3.23, die bereits auf den Testservern spielbar ist und...www.gamestar.de -
INSIDE STAR CITIZEN
What features are you most excited to experience in Alpha 3.23? The live release is just around the corner! Let's take this opportunity to run through some of the major updates and content it'll bring, including a brand-new vehicle that'll surely raise the tempo on the track.
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Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for May 1, 2024
Progress Tracker
As you might have seen in the recent Letter From the Chairman, our development team is in the process of outlining the necessary tasks to achieve Star Citizen's full 1.0 commercial release. While our production schedule is still in progress, we intend to share a portion of it with you soon by updating the Progress Tracker up to the end of 2024 (with more to be shared later in the year!). We're nearly finished and aiming to provide more details in the coming weeks, so stay tuned to the Roadmap for more information very soon!
Release View
Arena Commander: Grav Royale
The team encountered a critical issue with this game mode that requires additional testing. For the time being, we're removing this card from Release View until this is resolved.
The following features have passed their final review for Alpha 3.23.0, therefore we are toggling their status to Committed:
Distribution Centers
Creating new traversable areas offering gameplay opportunities in corporate industrial environments. This initial release includes the surface levels of the facilities, with underground areas coming in a later update.
Vulkan Graphics API Support
Converting the Star Citizen renderer from DirectX11 to the Vulkan Graphics API. This allows spreading GPU submission work over many CPU cores, and enables many new tech features that were previously unavailable, such as Ray Tracing. Vulkan is able to be opted into via the options menu with this release, but it will eventually fully replace DirectX11 in the future.
Water Simulation & Rendering Improvements
The water in Star Citizen now support a multi-scale GPU wave simulation to support dynamic reaction to thrusters, aerodynamic wake, explosions and collisions. The rendering has also been overhauled, with improved waves, reflections, refraction, underwater fog, and helmet effects.
Volumetric Clouds Update
Updating Star Citizen's volumetric cloud technology to improve overall visual quality and performance, including the addition of both volumetric shadows as well as the implementation of ground fog.
Image Upscaling
Implementing support for GPU upscaling, including DLSS, FSR, and an in-house TSR solution.
Replication Layer Update
Over the course of the 3.21 patch cycle, the Replication Layer will be moved off of the game servers and set up as its own standalone service. In the short term, this allows for greater server recovery in the event of a crash. This is also a critical next step toward Server Meshing.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning. For further insights into the planning efforts of our production team, we invite you to review the latest Letter From the Chairman.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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PU Monthly Report
Welcome to the latest PU Monthly Report, this time detailing all the development progress made throughout April. With the imminent release of Alpha 3.23, most teams began or continued tasks for events and releases coming soon and further into the year.
Read on for the latest updates on jump points, weapon animation, the Anvil Legionnaire, and more.
AI (Features)
Throughout April, AI Features put significant effort into the Alpha 3.23 release, specifically the kopion creature that will be found across planetary surfaces and in caves.
“We’re really excited to share this new creature and the gameplay possibilities it provides. Kopions are the first of the creatures we have been working on and have posed many challenges during their development. We also had the pleasure of bringing all the hard work of other teams into a cohesive whole.” AI Features Team
New features added for creatures include ground alignment tech, which allows them to appear correctly situated when moving across the terrain, and the ability to attack in formation. The attacks themselves require motion warping and melee attack technology to connect with the player. The team also put a lot of effort into ensuring that these functionalities work well across different environments.
AI (Tech)
Last month, AI Tech focused on planetary navigation mesh, with the version implemented recently receiving significant improvements. Firstly, they removed generation limits over planet latitude, which gives stronger coupling with planetary terrain patches, allowing the nav mesh to generate correctly over the planet efficiently. They then improved generation response at lower framerates so that movement over planets in non-ideal performance scenarios results in acceptable nav-mesh generation times.
The multipath code was then optimized to execute faster, which will result in quicker generation of paths into, out of, and between usables. The team also enabled failure detection code in the movement system component to identify and fix situations where NPCs were standing on usables or out of the nav mesh.
Another key feature worked on was the boids system used for the new marok creature. April saw the devs improving network synchronization and extending the system to support audio triggers from different agent states. Several optimizations were also made to the overall code.
Significant time was spent verifying multiple parts of the AI system after evaluating the EPTU optik profiles. For example, the team optimized some of the navigation code involved in the destruction of navigation links and navigation volumes when larger outposts stream out.
The pathfinder was also switched from running using background jobs to batch jobs. The main pool that serves requests was split into two to better serve multipath and standard-path searches. Moving the calculation into batch jobs allows an increased number of calculations, which provides much faster results and utilizes more CPU time where available. These jobs are lower priorities, so they can always provide space for more urgent calculations and continue work across multiple frames. This should result in quicker response times for NPCs at lower FPS.
In parallel with supporting the Apollo Subsumption editor, AI Tech are also working on a new UX design for their internal tool.
Progress was also made on the spaceship combat behavior, which is planned for release in Alpha 3.23. All NPC fighters now use this behavior, which involves them using limited ballistic ammo rather than infinite rounds as before.
Finally for AI Tech, they implemented point defense cannons that will protect capital ships from incoming missiles.
Animation
In April, the Animation team worked on various creatures, including two predators and a prey animal. They also spent time polishing player movement in space and when prone (which will be live in Alpha 3.23) and implemented hit reactions for when AI is out in the open.
The Facial Animation team continued to develop facial animations for various game elements.
Art (Characters)
In April, the Character Art team began work on two specialist armors, reworked a utility armor, and supported requests for the Character Customizer. They also continued working on creatures.
The Character Concept Art team continued developing specialist armors and completed handoff sheets.
The Hair team kicked off new hairstyles for Alpha 4.0 and undertook R&D on fur.
Art (Ships)
The Ships team progressed with the RSI Zeus, continuing with the beauty and polish stage. The cockpit is now greybox complete, which established the standard for the remainder of the ship. The habitation area is receiving the last elements of polish, including resolving the ceiling and personal storage areas. The cargo room ceiling had a pass and the devs began finalizing the walls. The mess hall is nearing completion, as is the central hallway.
Work on the exterior progressed well too, which now has a significantly increased level of detail throughout. The team are currently going through all other sections to ensure they have the same level of detail. Ships also started looking at lighting, including a pass of every room and the entire exterior. Following this, it will be outfitted with proper fixtures.
The Anvil Legionnaire is now whitebox complete, though requests were made to improve its usability when boarding hostile vessels. The devs are currently exploring options for collapsable cover built into the boarding tunnel.
Elsewhere, Resource Network work was finished for 10 ships, while legacy updates were made to three additional ships to support a new selection of paints.
Audio
For the upcoming Alpha 3.23 release, the Audio Vehicle team completed their first milestone in overhauling the ship audio experience with new thruster sounds, which is rolling out to all new ships.
“The goal was to restructure our process of designing and implementing ship thruster audio in order to unify the setup of all ships and streamline our pipeline. This ensures that sound designers will have fewer sounds to design, but every asset will have a greater impact. Our objective was to immerse our pilots in hard-hitting and reactive sounds, resulting in a memorable flight experience, whatever ship they choose to fly.” Audio Team
They are now also using a shared and extensive set of game parameters that modulate different layers in a variety of ways. This, paired with a more extensive matrix of generic assets designed to fit manufacturers, classes, and sizes of ships, results in a much more granular and interactive experience for the player while giving every brand a clear sonic identity. This is supported by bespoke sounds made individually for every ship to give them all a unique flavor.
Finally for Vehicle Audio, the devs introduced a very early state of manufacturer-based soundproofing – with this, each brand will have a unique soundproofing profile, heard when players are in first person, to further improve immersion. The new thrusters and audio features were rolled out with the Anvil F7A Hornet Mk II and will be utilized on every new ship going forward, with the team converting older ships periodically.
The Audio Environment team polished the first ambience pass for Distribution Centers while continuing to develop new systemic ambience. Although this new system is still early in development, the team was able to add it into the Distribution Centers, improving ambience for players at these locations. Alongside this, the team finished their pass on the new features for Alpha 3.23, including wildlife.
Community
The Community team started the month by celebrating Triggerfish with the announcement of the MISC R.A.P.T.O.R, the ultimate weapon in the war against garbage! They also supported the April Fools' Arena Commander mode.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Community support continued for the Overdrive Initiative, including the Overdrive Initiative FAQ.
Regarding upcoming updates, the team published the Alpha 3.23 Patch Watch, which highlights the features and improvements that do not appear on the Public Roadmap.
The team also supported the live release of the RSI Launcher 2.0 - a full revamp of the application with the ultimate goal of serving as a reliable tool for the community.
The Bar Citizen World Tour continues in 2024, with team members joining the fun in Chicago this month. For those looking forward to a future event, a more detailed schedule for this year's Bar Citizen World Tour will be published soon.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Planning for this year's CitizenCon in Manchester, UK, on October 19-20, is underway.
"With over 3,700 tickets already claimed, this year's CitizenCon has already shattered previous attendance records, marking it officially the largest Star Citizen event yet! Despite still being April, the team is already deep in planning for the layouts and key components of this year's show and can't wait to see you all in Manchester this October!" Community Team
In addition, the annual community-created System 7 Racing League, organized by ATMO Esports, is ongoing, with the team continuing their support for the event.
Finally, the Community Team published the weekly This Week In Star Citizen schedules alongside the most recent updates on the upcoming gameplay features in Roadmap Roundup. The Arena Commander Schedule was also updated to provide better visibility on game mode rotation and special modes. Besides these, many other support tasks were done to prepare for Alpha 3.23, 4.0, and beyond.
Core Gameplay
In April, the Core Gameplay Pillar closed out features and prepared them for release in Alpha 3.23. A significant amount of time was invested into polishing and bug fixing as well as reviewing feedback from the community to improve features where possible.
For example, various improvements were made to weapons, including enabling the interrupting and canceling of backpack reloading and ammo repooling via actions like weapon swap, sprint, and melee.
Support was also added for hit-marker sounds, while recoil patterns are now the same for tap-firing and holding the fire button.
ADS mouse sensitivity is not scaled down for higher FOVs anymore, and weapon bandwidth usage was improved.
For jump points, the team enabled new fail states if a jump drive detaches or stops functioning and added tunnel push force from the edges of the map to help players stay on course. They also implemented the first pass of procedurally generated tunnels from design parameters, including randomness to tunnel shapes for variety.
For the resource network and engineering, the team implemented a throttle that manages power in one-SCU segments based on the updated UI design.
Additional item power range modifiers were added, which enable extra behaviors currently used for heat generation. This entered optimization for eventual release.
For the life support and room system, the team implemented filters that degrade over time, with the life-support generator ceasing to work once all are used.
Gas propagation now uses accurate positioning within rooms, while atmospheres will equalize differently depending on whether they’re high or low-atmosphere environments.
The technical requirements for crafting were scoped out with Design, and room-system documentation was updated to enable other teams to better implement their work.
April saw continued work on Maelstrom and the radar and scanning feature.
Planning continued for the transit refactor, and fixes were made for various analytic events not reporting correctly.
For Arena Commander, the team began refactoring the Spectator module and player component. They also updated how Arena Commander uses comm-link notifications and completed a pass over various game modes and awards for Alpha 3.23.
Changes were made to Pirate Swarm’s final wave, which now uses two Idris capital ships. Gun Rush now supports multiple weapon lists (controlled by badges) that can be randomized from all enabled weapons.
VOIP and mute/unmute were added back into Arena Commander too.
Further development was done on the Contracts Manager, with the team providing code support for cargo hauling missions. ‘Or’ missions were added back in, where players can choose between objectives, and general bug fixing was done.
Reputation-based hostility was further worked on too. Alongside several issues and improvements, a new neutral zone was added. This is a special restricted area that all players have permission to be in, with NPCs ignoring reputation relationships and criminality and reacting neutrally to everyone. However, access will be revoked for any non-justified hostile act, with everyone else seeing that person as hostile and attacking accordingly.
To regain access after hostile actions, the offending player will need to exit the zone and wait a set amount of time before entering again. Remaining inside when hostile or entering before the allotted time will completely reset the timer.
For cargo, Core Gameplay progressed with freight elevators, item banks, and persistent hangars.
In-Game Branding
Last month, the Branding and Vehicle teams worked closely to create brand identities for upcoming and existing vehicles within the game.
They also continued to develop an in-house tool for all manufacturers, from ships to signage. This will be a versatile and invaluable tool for everyone working on the game and lead to the unification of the different brands across the entire game.
Interactables
The Interactables team completed their work on fire extinguisher recharge cabinets, including both high-tech and low-tech versions. These will be placed in hangars for convenience and aid in ship-fire gameplay.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Industrial cargo containers had their final art passes, including branding and signage, giving them more credibility as container storage.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Lighting
Lighting spent time in April polishing Distribution Centers before moving on to instanced hangars and freight elevators, with the aim of making every interaction an engaging event.
Locations
The Locations teams spent April closing out features for Alpha 3.23. For example, the Sandbox team completed Distribution Centers, adding the last elements of polish before shipping. The team are looking forward to players getting their hands on these locations and will be looking for feedback that they can take forward as Distribution Centers evolve in the future.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Sandbox team are currently finalizing the last few outposts going into Pyro for Alpha 4.0 whilst supporting other Locations teams with their tasks for the upcoming patch release.
The Landing Zone team finalized art for the cargo initiative and helped out other teams on Alpha 3.23.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Mission Design
Last month, Mission Design continued to polish content for Alpha 3.23, including XenoThreat and fauna-related missions. They also made quality-of-life improvements to missions, including Missing Persons, and supported content for Distribution Centers.
Work was done on the new Contracts Manager to ensure it has all the existing functionality alongside improvements. They also made the Commodity Update Journal entry a lower-priority notification and reassessed what missions notify players when they’re available. Further bug fixing was done for Overdrive Initiative too.
The team then used the extra time until the cargo updates to add additional high-quality content and further polish the Cargo Hauling and Kill and Collect missions:
“The various shipping companies of Stanton often outsource cargo hauling to freelancers through contracts. These job-board missions task the player with picking up the designated cargo shipment at one or more locations and offloading it at one or more destinations. At their core, these missions will test the player’s knowledge of their ship’s specs and their ability to weigh the time spent loading and traveling against the payout.
They will see the player transport goods back and forth to various jump points, LEOs, Lagrange points, landing zones, and Distribution Centers. These goods consist of various commodities and vehicles of real value, allowing players to get a rudimentary sense of what it will be like to have a hauling career. Simultaneously, this represents our first step toward implementing the logistical structure of the ‘verse in a tangible, playable form, prior to a Quanta-controlled system.” Mission Design Team
Narrative
April was a very busy month for the Narrative team, who worked hard preparing for the Alpha 3.23 patch. This included crafting new Distribution Center missions, creature-hunting missions, polishing the new UI layouts, and reworking hint text alongside bug fixing.
Looking ahead, the team helped with the upcoming Invictus Launch Week, making sure everything is ready for players to visit in-game. This was a particular focus of the Narrative Design team, who looked at the NPCs attending the event. The team also spent time working on cargo gameplay, providing UI and mission support.
Additionally, the Narrative team did a lot of planning and pre-production work for Star Citizen 1.0, detailing the scripts and assets that will be needed for its release. This includes looking at legacy work done in the game’s early releases and analyzing how best to update it to meet current standards.
Another batch of lore went up on the website as well, including a Mirai Portfolio, an excellent batch of new Galactapedia entries, and a Whitley’s Guide to the Drake Vulture.
Online Technology
After several sprints, the Online Services Team completed their refactor of the social services backend. This involved porting the services to gRPC, as well as making updates related to server meshing.
Online Services also completed work relating to EAC anti-cheat in preparation for enabling the enforcement of sanctions. This is currently going through the first round of QA testing. The team also supported Alpha 3.23 by bug fixing and helping triage performance issues.
Over the past month, the Live Tools Team worked to ensure compatibility between the Network Operation Center in Hex and the modifications being made on the services side for version 3.23. They're also implementing new modules to assist different types of users.
Additionally, the team continued to enhance other internal development tools and provide support and maintenance.
R&D
R&D spent April supporting Alpha 3.23. For example, the half-resolution render mode was updated to accompany the new cloud rendering improvements and the introduction of ground fog.
This mode serves as a good compromise between quality and performance and will be superseded by the temporal render mode, which is still a work in progress. Improvements include the cleaner rendering of silhouettes and foliage, less blurry results from orbit, and better low discrepancy sampling. Due to these improvements, the decision was made to alter the ‘very high spec’ settings for clouds to use the half-resolution render mode and increase the number of raymarching steps. As a result, players will see more consistent and less-noisy cloud rendering (similar to the new "photo mode" quality setting) at reduced GPU cost compared to the previous ‘very high spec’ settings. This will hopefully allow more people to enjoy the new high-fidelity rendering improvements in-game.
Additionally, further support was given to the Rendering team to roll out PSO caching and request collection to eliminate PSO cache redundancies and certain shader flags for vertex position and texture coordinate modification. This is to minimize the number of shaders and PSOs needed to run the game.
Support was also given for various Vulkan issues that were revealed during PTU play testing.
Longer term, work progressed on the temporal render mode. All confidence metrics, which are used to decide whether to keep history data after reprojection, now also factor in scene motion and depth. The temporal render mode was also tested against the various temporal upsampling solutions supported by the renderer.
Tech Animation
The Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 40 heads for each gender.
Many devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.
“This has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.” Tech Animation Team
Additionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.
They’re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.
Lastly, they continued to support Alpha 3.23, ensuring content is integrated, tested, and ready for players.
Tech Design
Tech Design provided general tech support for Alpha 3.23, including fixing bugs affecting doors and fuel tanks not exploding in the new Distribution Centers.
For ships, iteration was done on weapon balance and AI following director feedback. For the latter, an easier AI behavior was created for use in very easy, easy, and introductory missions.
A call-to-action prompt was added to the elevator panels of multiple ships, and an issue preventing players from getting out of bed in the MISC Freelancer was fixed.
For Arena Commander, work continued on the Resource Network game mode, including enabling doors without power to be openable (but not closable) to prevent players from being trapped.
UI
In April, the Montreal-based team focused on the Cargo feature and worked closely with Core Gameplay on the Resource Network mandate, which included getting wireframes signed off. They will begin creating mockups soon.
In the UK, the UI team added the final touches to the new UIs for the visor, mobiGlas, and maps. They added the final missing features, such as the chat window and law widgets, too.
Updates were also made based on player feedback, such as reducing the hologram effect on the HUD and bringing back differently shaped quantum-travel markers. The team spent time polishing visuals and bug fixing as well.
VFX
Last month, the VFX team focused on bug fixing for the upcoming patch. This involved playtesting the game to find major issues that needed solving immediately or identifying smaller issues that were safe enough to fix without risking creating other bugs.
They also worked closely with Graphics and Planet Tech to ensure the supporting effects for water were working as expected and not too expensive. They also worked on a variety of vehicles for an upcoming release.
Star Citizen Monthly Report: April 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Happy Monday, everyone!
We'd like to extend a massive thank you to everyone who has taken the time to hop into the PTU to kick the tires of the upcoming patch! Your participation has been instrumental in helping us address known issues, and it has paved the way for the team to develop additional fixes currently in the pipe. Alpha 3.23 is now available to Wave 3 testers, with more waves opening up soon.
The community's enthusiasm for CitizenCon 2954 has truly been mind blowing! With premium tickets completely sold out and only a couple hundred general admission tickets remaining, we've already shattered the attendance records of all previous Star Citizen events! Our team is currently deeply entrenched in CitizenCon preparations, and we're excited to bring you what's shaping up to be an unforgettable event this October. See you in Manchester!
Now, let's see what's going on this week:
Wednesday brings a wealth of development updates, with April's Monthly Reports and the Roadmap Update coming your way.
Thursday's Inside Star Citizen is Patch Dispatch 3.23, where we run down the big features and content arriving in Alpha 3.23, including the introduction of a new vehicle that's sure to get hearts racing.
On Friday, Star Citizen Live is All About Alpha 3.23, with special guests Rich Tyrer, Rick Porter, and Jonny Jacevicius answering your questions about the upcoming release, so don't forget to ask yours on the Spectrum thread. The show will go on live Twitch at 15:00 UTC / 8 AM Pacific. You'll also find our weekly RSI Newsletter directly delivered to your inbox, and Jump Point magazine is back for all subscribers.
Lastly, on Saturday, our friends at ATMO esports have teamed up with BE@Con to bring you an exhibition race for the ages! Catch some slick moves and high octane action on microTech, live on ATMO's Twitch channel from 13:00 UTC.
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, APRIL 29, 2024
- This Week in Star Citizen
WEDNESDAY, MAY 1, 2024
- Star Citizen Monthly Report - April 2024
- Squadron 42 Monthly Report Newsletter - April 2024
- Roadmap Update
- Roadmap Roundup
THURSDAY, MAY 2, 2024
- Inside Star Citizen (youtube.com/RobertsSpaceInd)
FRIDAY, MAY 3, 2024
- RSI Weekly Newsletter
- Jump Point April 2024 Issue for Subscribers
- Star Citizen Live (twitch.tv/starcitizen)
COMMUNITY MVP: April 29, 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
'LUCKY13' Micro Movie Trailer
by XingKongCFR
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.XingKongCFR delivers explosive battles, daring escapes, and intense showdowns in this adrenaline-fueled trailer for fan-made micro-movie 'Lucky 13.' If this trailer is any indication of the final product, we can't wait to see it!
Watch the trailer on the Community Hub.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Close encounters - instaSHINOBI
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Self portrait - Shockbreaker
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.F8C above Hurston - I'm in love with the new water - D4RKSLIDE
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Above water - Evil_Ash
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STAR CITIZEN LIVE
Join us today as members of the UI feature team throw a bone at answering your questions about the upcoming UI changes coming in Alpha 3.23 including mobiGlas, Starmap and more!
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INSIDE STAR CITIZEN
Which of the upcoming Arena Commander updates are you most excited about? Join us today to explore new maps, racetracks, experimental modes, custom lobbies, and the first iteration of engineering gameplay coming in Alpha 3.23.
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This portfolio originally appeared in Jump Point 11.03.
When MISC CEO Irena Adjei first saw the Fury prototype she spent over an hour slowly circling the ship and assessing the compact fighter from every angle. “It feels both distinctly MISC and something all its own,” she told the MISC board. “I’m convinced we should make it, but I don’t think MISC should.” With those words Adjei proposed a solution to a debate that had bitterly divided the company’s board of directors between members who believed MISC should focus on industrial ships and those hoping to expand the brand. CEO Adjei had never taken a side until the day she proposed a solution that would satisfy both; the creation of the sub-brand Mirai.
Meaning ‘Future’ in Japanese, the name Mirai honors the settlers of Centauri, home to MISC’s headquarters, and embodies its goal of creating the next generation of ships. The creation of a subbrand also allows MISC to retain its cherished industrial identity, while providing the company an outlet for experimentation. Adjei argued that the Fury should launch the sub-brand, and convinced the board by showing them what the Fury team was working on next. The creation of the Mirai sub-brand shocked many within the industry and marked the most significant change to the company in decades.
BEYOND INDUSTRY
MISC may be known for its industrial ships but its desire to develop other variants goes back to 2833. Less than twenty years after the merger that created MISC, CEO Kori Desmon pushed the company to expand its portfolio. The success of the Hull series provided financial stability and budget surpluses that Desmon wanted to invest in ships that took the brand beyond the industrial sector. Yet a coalition of board members believed in staying laser-focused on industrial ships and forced Desmon to scale back their ambitions to a single design team working on a dedicated racing ship. The result would be Daedalus.
Daedalus was developed from the ground up to be an extremely fast, high-performance ship that could endure the rigors of racing. An impressive prototype inspired MISC to sponsor a racing team and share its tech with them as opposed to releasing the ship itself. The design team disagreed with this decision, but company executives convinced Desmon that a dedicated racing team would provide insight and experience their own designers lacked. While the ship impressed racing fans, Daedalus continually failed to qualify for the professional division of the Murray Cup, a goal that Desmon knew needed to be accomplished in order for the ship to get mass produced. Experimental materials and production techniques used on Daedalus meant MISC’s existing production lines couldn’t be used to manufacture the ship, so state-of-the-art production facilities would need to be constructed. Though Daedalus was floundering, the board still considered the racing team a great marketing tool and continued to sponsor it. Desmon officially designated the team that built Daedalus as MISC-M and assigned it to be the liaison between the racing team and the company.
While delivering upgrades for Daedalus became part of MISC-M’s working orders, the division was also directed to produce innovative and imaginative new ship designs with no mandate to keep them industrial. Most of these designs would remain theoretical, as the division’s miniscule build budget was almost exclusively reserved for testing Daedalus improvements. By now the division carried a reputation as being where inexperienced designers learned and old designers faded away. In reality, it became a training ground where youngsters honed their craft under the tutelage of veterans who enjoyed the freedom of exploring unique and unusual designs.
Decades of constant tinkering on Daedalus increased the ship’s performance, with it ultimately graduating to the Murray Cup professional division in 2898. The MISC racing team has been a regular qualifier ever since. MISC-M also developed and carefully cataloged thousands of designs for everything from full ships to components to ship furnishings, but it never ushered any new ships into the prototype phase. Instead, any interesting ship directions were reassigned to other teams where they were molded to acceptable MISC parameters or eventually scrapped. Every few years some members of the board would argue for shutting down MISC-M or folding it into another division, but the majority continued to support its mission. This deep well of innovative and unorthodox ideas would become more important than ever when MISC signed the landmark lend-lease agreement with the Xi’an in 2910.
ALIEN INFLUENCE
Following the agreement’s signing, MISC quickly put the newfound wealth of knowledge and resources to good use. The Freelancer, released in 2915, utilized Xi’an tech to transform it into the beloved industrial hauler known today. Despite this success, MISC discovered its traditional design teams struggled to integrate Xi’an tech or use its influence to push further innovations. Eventually, the out-of-the-box thinkers in MISC-M were tasked with evaluating the influx of Xi’an ideas and imagining uses for them. The division also combed through its massive design database to see what ideas could benefit from Xi’an tech. The first design pulled was for Daedalus.
Much had changed since the original Daedalus, but the team saw massive potential in using Xi’an tech to make it fly faster and be cheaper to manufacture. Further upgrades and innovations were developed, but they remained untested until 2940 when MISC decided to pour more money into its racing operations. The company ended its partnership with the outside racing team and tasked MISC-M with building the new ship. The result was the Razor, which would win the Murray Cup Classic Race in 2945 thanks in part to the piloting heroics of Trevor Yuman. Upon its release in 2947, the ship sold extremely well and received rave reviews. The Razor’s commercial and Murray Cup success, combined with the triumphant launch of the Reliant a year earlier, convinced MISC to continue developing bold new ships. The company dramatically increased the funding and staffing levels of MISC-M and directed the team to develop the ideas that excited it the most.
Over the following years, CEO Adjei took great interest in MISC-M and frequently visited the division to check on its progress. She encouraged it to embrace MISC values but refresh the aesthetic. Meanwhile, Adjei told the board that the division had the potential to significantly boost company revenues. Insiders believe she long wanted to make the division its own sub-brand, partially to enshrine its mission and ships as distinctly different from MISC, but didn’t want to reveal her plan until it produced a second signature ship. The Fury would be that ship and inspired CEO Adjei to unveil her master plan. Once approved by the board, the company also decided to make the Razor part of Mirai. It might have been released under MISC but the ship’s history within the division and its ties to the original Daedalus made it an ideal fit. What comes next from MISC’s performance sub-brand remains a mystery to anyone outside the company. Rumors claim that Mirai will push the integration of Xi’an tech to bold new levels, leaving ship enthusiasts and competitors in eager anticipation of what will come next.
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Happy Monday, everyone!
Alpha 3.23 is now available to Wave 2 testers! We'd like to take a moment to thank all of you who have taken the time to dive in and check out all of the new content on the PTU. Our team continues hammer away at remaining issues to help improve stability, and if all goes well, we'll open to more testing waves soon.
In other news, the response to CitizenCon 2954 has been nothing short of extraordinary. With tickets now available, we've already exceeded attendance records from any previous Star Citizen gathering to date, and we expect to fully sell out soon. As we speak, our team is gathered in Manchester, meticulously planning what's shaping up to be our best show to date. We can't wait to see you this October!
Speaking of gatherings, Chad McKinney and I (Jake) joined in on the fun at Bar Citizen Chicago over the weekend. More than a hundred of you showed up for good food, great discussions, and a heap of giveaways. As always, these events really charge us up for the journey ahead - thank you for coming out! We're excited to share more information on the continuation of the Bar Citizen World Tour very soon. Stay tuned!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Now, let's see what's going on this week:
This Tuesday, the Narrative Team has a post from the Jump Point Vault: the manufacturer portfolio for our newest vehicle-maker, Mirai.
This Thursday, Inside Star Citizen will have the latest on the updates coming to Arena Commander in 3.23, from new game modes to the return of custom lobbies.
And, on Friday, enjoy a Star Citizen Live Q&A session with our UI team. Be sure to get your questions in on everything maps and mobiGlas on the dedicated Spectrum thread before show time on Friday at 8 AM Pacific / 3 PM UTC. You can also expect to receive the weekly RSI Newsletter, delivered straight to your inboxes, as well as the April issue of Jump Point for subscribers.
The Weekly Community Content Schedule
TUESDAY, APRIL 23, 2024
- Lore Post: Portolio - Mirai
THURSDAY, APRIL 25, 2024
- Inside Star Citizen
FRIDAY, APRIL 26, 2024
- Star Citizen Live - 8am PDT / 3pm UTC (Twitch.tv/StarCitizen)
- Weekly Newsletter
COMMUNITY MVP: April 22, 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
The Little STV That Could
by FatBird
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Dive headfirst into FatBird's electrifying Machinima as he delivers a high-energy roleplay review of the Greycat STV, taking you on a thrilling journey through mind-blowing scenarios!
Check out the full video on the Community Hub.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Hunt - MrKraken
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This New Cloud Tech Though... - Dub_Blunt
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Gladius landed at a microTech cave - Verse_Gen
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.3.23 EPTU Screenshots V1 - thebreizhgamer
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
STAR CITIZEN LIVE
Following the To and Fro episode of Inside Star Citizen, "Cargo Chad" joins us today to answer your questions and provide updates on the current state of Cargo, Freight Elevators, Personal Hangars, and more!
Star Citizen Live - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com